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Is it worth playing a Psyker?


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#21 Fgdsfg

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Posted 17 April 2014 - 04:54 AM

I'm honestly not sure I understand the question.

Playing a psyker is wroth it if you want to play a psyker.

That's really all there is to it. Or am I missing something?

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#22 segara82

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Posted 17 April 2014 - 05:21 AM

@Fgdsfg: I think he/she asks becauser there are several threads bitchting about psyker uberness and such. If i had not played a psyker or GMed several i would ask too.

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#23 Cymbel

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Posted 18 April 2014 - 03:14 AM

Thanks for the clarification on the dice rolling, my main point of modular rolling though still stands. You don't have to turn on MAX POWAH for simple things eventually. And Psykers end up being similar, but different to adepts (who can also get psychic powers), but have some great flexbility, both in terms of powers and just plain being able to pull off stuff no one else can (Psyniscience and Force Weapons).

 

For minor powers I try to avoid more "overt" powers and go for useful but simple ones like healer, truthseeker, weapon jinx, stuff that doesn't need to be used constantly (like light stuff, honestly, get a glowlamp), but can make a difference when used (being able to force the person to either speak the truth or say nothing, very useful for impromptu interrogations).

 

You are not a mage, who casts all day with nary a worry or threat, you run a powerful risk on even the most mundane uses, but in return, not even the techie can outclass you when you bring down some powers.


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#24 darkforce

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Posted 18 April 2014 - 05:43 AM

Thanks for the clarification on the dice rolling, my main point of modular rolling though still stands. You don't have to turn on MAX POWAH for simple things eventually. And Psykers end up being similar, but different to adepts (who can also get psychic powers), but have some great flexbility, both in terms of powers and just plain being able to pull off stuff no one else can (Psyniscience and Force Weapons).

 

For minor powers I try to avoid more "overt" powers and go for useful but simple ones like healer, truthseeker, weapon jinx, stuff that doesn't need to be used constantly (like light stuff, honestly, get a glowlamp), but can make a difference when used (being able to force the person to either speak the truth or say nothing, very useful for impromptu interrogations).

 

You are not a mage, who casts all day with nary a worry or threat, you run a powerful risk on even the most mundane uses, but in return, not even the techie can outclass you when you bring down some powers.

 

Pretty much this, yeah, Psykers can be VERY useful as "Tide-Turners", the right power at the right moment can save a mission... but you don't really want to overstay your welcome with the warp, as when the 9's start rolling, an angry mob with pitchforks and torches will be the least (but probably most iconic) of your problems.



#25 stephanstross

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Posted Yesterday, 08:58 PM

Absolutely. Even if it's not the "safest" profession, it's Warhammer. 'Tis better to go out with a world-shattering bang than a lascannon-flavored whimper. They liven up the adventure, too, if you know when to use powers i.e. all the times, for frivolous reasons, because you're a raving lunatic. I once used some psychic power just to make someone's chairs exceedingly uncomfortable, and Inspiring aura to make the party like me more. And, when I finally racked up enough insanity to get an obsession, it was light. So I used torch. ALL THE TIME. And I overbled, A LOT, so I was basically a walking star. The point is, play the psyker like a psyker(tortured lunatic with no love for the imperium) and you'll do JUST FINE.

 

And if you get Perils of the Warp, you can always roll to avoid the consequences of your actions.


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#26 ColArana

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Posted Yesterday, 09:21 PM

And if you get Perils of the Warp, you can always roll to avoid the consequences of your actions.

 

Do you mean use a Fate Point? You actually can't. Fate Points may only be used to reroll tests. You could use a Fate Point to reroll a Power Threshold test that you rolled a 9 on, but if you choose to accept the 9 and roll on Psychic Phenomena, you cannot use a Fate Point to reroll the Psychic Phenomena (or Perils of the Warp) roll. Those aren't tests. Best you can do is burn a Fate Point if you get a result that would kill you.


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